Skyrim Special Edition

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birbrunner aka cheesetoast8

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cheesetoast8

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  1. mpjbay
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    A new LOTD Blue Palace patch is needed with the new release of BP. Thank you :)
    1. cheesetoast8
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      yeah i've been meaning to post about that, and now that leontristan has updated his patches i will do so. This patch is no longer going to be supported, it had a number of issues already as it was and tristan has done a great job of fixing those and finishing it up far better than i did anyway. i'll be marking mine as deprecated and leaving a link to his page, endorsing it as the successor to my patch. thank you and all of you for support! going forward i will be posting some new patches for other mods that i've been working on and maybe some original content down the road :)

      going forward, please use leontritsan's patch here:
      https://www.nexusmods.com/skyrimspecialedition/mods/37276/?tab=files
  2. ajkmetz616
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    This doesn't seem to work with Open Cities yet. Do you plan to release a patch for that?
    1. cheesetoast8
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      no. It can't be done without some major changes to the meshes themselves. in the Solitude worldspace that entire hallway had to be removed because it stuck right out in front of the Museum entrance. there would be a very visible gap on the exterior side if it were put in the same place in Tamriel worldspace.
    2. TwoBeed06
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      Hello,
      as a noob that has no idea what it actually takes to make a patch I want to ask:
      would it be possible to create a patch from your or leontristain BPT-LOTD patch (I don't know whats the difference between those two)and Drengin's BPT-OCS patch as a foundation to build on it?
    3. cheesetoast8
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      it's not gonna work unless you know how to edit mesh collisions.
  3. ltristain
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    Just wanted to report that it looks like you moved the "COURTtoSKYWAY" door from the right side of the courtyard (facing blue palace) to the left side. As a result, this patch now conflicts with Imperial Mail, which otherwise fits in perfectly with its Enhanced Solitude patch. This door movement doesn't seem necessary since the issue with its original location was just a trivial Enhanced Solitude-added bench blocking that door. I was wondering perhaps a less intrusive fix could be to just move that bench below the terrain?

    Anyway, thanks for your efforts with the patch! Much appreciated.
    1. cheesetoast8
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      which patch are you talking about? BPT adds the door on the left, which by itself doesn't actually lead anywhere. i figured i could just make it into thye Skyway door because the crooked wooden door that Skyway itself added was quite the eyesore in contrast with the beautiful palace. as for Solitude Mail, i can't tell where the door is supposed to be from that mod's images so it would be really helpful if you could take some screenshots to show me the conflict. i also see that BPT has its own Imperial Mail patch so i'll have to see what that does as well. does that patch turn the otherwise unused door into the Imperial Mail entrance? This will probably require me to make an entirely separate patch for users of Imperial Mail.
    2. ltristain
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      Sorry, should've been clear. I've been using the AIO patch.

      Imperial Mail basically blocks off the left side of the Blue Palace, turning it into a wall with a door (and honestly looks pretty nice IMO). So with the new door location it opens up "behind" the Imperial Mail-added wall which leads to shenanigans. I'll take some pictures tonight after I get off work.

      Ah, I didn't know the new door is a BPT-added door that doesn't lead anywhere, instead of your addition. I do agree the Skyway door is an eyesore. In that case, I would propose the following idea for an omni-patch without needing to support Imperial Mail as a special case:

      * Since BPT-added new door doesn't do anything, it's okay for it to stay behind Imperial Mail. We could just not link the skyway door there.
      * Since the skyway door is an eyesore, we can replace it with a new door with the same BPT-added door appearance
      - the existing Skyway door, and the Enhanced Solitude bench blocking it, can be moved below the terrain and out of sight
      - the new door might even be able to reuse the coordinates of the Skyway door, making it something doable in xEdit even, without needing to fire up the CK (just a guess, haven't tried myself)

      I need to wait until after work to open up xEdit so I don't know for sure what the BPT patch for Imperial Mail does. My guess is it probably just corrects some clipping since BPT has location edits for the courtyard as a whole as well. The "unused door" doesn't seem to present a problem if left alone. Users of Imperial Mail would never see it since it's hidden behind the Imperial Mail-added wall.
    3. ltristain
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      BTW, I'm feeling the motivation to make a similar omni-patch this weekend that additionally integrates with Palaces and Castles Enhanced. Do you mind if I reuse some of the work you've done in this patch? Specifically, the landscape work you did with LOTD-added rocks that conflict with BPT terrace area, and the internal corridor.
    4. cheesetoast8
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      the only issue with your idea was is that BPT actually makes the space for that door by editing the actual Palace mesh. the only other solution i can think of, save for just reverting to the original door and leaving it be (which would be the simplest, albeit not the prettiest way to solve this), would be to put the door for Imperial Mail in the space that BPT cut out of the mesh for the statue that is now there.

      as for using my work, absolutely feel free to! i'd love to be able to use PCE alongside this. I honestly prefer BPT's Blue Palace interior, but i hate not having any of the other interiors that PCE changes. Palace of the Kings in particular. either way, let me know how that goes!
    5. ltristain
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      Imperial Mail is a wall, a door, and a sign as far as I can remember, so if you're moving the Imperial Mail door you'll need to deal with the other elements too. I'm still not sure I understand why "leaving the original (skyway) door be" is an option but replacing it with a prettier door at the same spot is not. In my mind those seem to be equivalent options. Surely whatever BPT does is resolved by the BPT patch for Imperial Mail (which the user can have or not), and is independent from the Skyway door location? Though I think you have more context than I do so I'll just let this go. I'll probably find out the hard way when I do my patch :)

      Thanks for permission! I'll see if I can get it done this weekend. For me the BPT interior is beautiful but a bit dark and claustrophobic (could be my textures/enb making stuff dark). My plan for the patch is to keep all PCE interiors, and keep the BPT cellar and argonian burrow content. This might also be the easier thing to do since PCE likely has a lot more active stuff that's harder to remove cleanly compared to BPT. I'm also imagining Blue Palace would be overall a more dramatic and interesting place if there's an aesthetic contrast between the bright and regal PCE and the massive BPT dark cellar underneath. Anyway, we'll see how far I actually get before I continue talking lol.
    6. ltristain
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      Hi! Posting an update on my PCE patch. The short version is that the PCE part is done! And it looks good and I've tested all navmeshes and doors and it's all working and awesome. I can send you my current files if you're interested.

      That said, there's a caveat. Other than making them all play nice with PCE, my other goal was to modularize all these patches so that any subset of patches would work for their respective combination of original mods. This means if user only uses EnhancedSolitude + BPT + PCE without LOTD for instance, the patches will still work. This in turn means my patches would be incompatible with yours. If used alongside each other, they will at least duplicate newly added objects, and will likely have bigger issues.

      And that means my work is only halfway done. I will need to keep on pushing forth and making modular patches for Skyway and Enhanced Solitude, where I'll be continuing to reuse your conflict resolution work.

      Anyway, below are my detailed progress so far to keep you in the loop.

      -----

      So what I did was basically: I started with your BPT-LOTD Patch as a base to reuse its clipping resolution work. With that patch, I cleaned up some stuff that I thought might be CK accidents (like changes to clouds, and a lot of object changes that shifted Z position by about 14 units (which didn't seem like it made much of a difference when I removed them).

      Then, I moved your corridor from the WBPTCellar cell to its own cell (so that the Cellar can be untouched and still be called "Basement" in game). I also undid your change where you swapped the top and bottom doors of the corridor stairway. I thought the original arrangement, where the bottom door led to the basement and the top door led to courtyard, made more sense.

      I also moved BPT's courtyard door to inside the courtyard (right wall, 2nd arch when facing blue palace and counting from blue palace).

      Beyond this, everything else is kept to the original BPT and LOTD content. This became my version of the BPT-LOTD patch, that is hopefully as clean and minimal as possible for a BPT-LOTD patch.

      -----

      Next, I made a BPT-PCE Patch. To make this work, I took BPT and iterated over all of its SolitudeBluePalace cell changes. Any record that's BPT-introduced, I disabled in my patch and moved Z to -30000. Any record that's BPT-override only, I copied the original master record (usually from Skyrim.esm) into my patch so it's effectively reverted. Any record that's both a BPT and PCE override, I left alone (since as long as PCE wins over BPT these should resolve themselves). There were also some doors between WBPTCellar and BPT-added doors in the main area which I broke the teleport link, either to lock up or to relink to PCE's interiors.

      Then, I added door links between the remaining BPT areas and PCE's interiors.
      - The main terrace door now goes to a door in PCE's Jarl's Chambers.
      - The drawbridge terrace door now goes to a door at the bottom of the stairs (next to old dungeon door) in PCE main palace area
      - The WBPTCellar door that used to go into main palace now goes to the Kitchen and Laundry Room of PCE
      - The upstairs end-of-hallway corridors door, that used to go to BPT main palace, is now unlinked and locked (I couldn't find a good PCE spot for this door)

      All other PCE-to-PCE doors, as well as remaining BPT-to-BPT doors, are preserved. The result is a seamless uber-palace, with all of PCE's interiors, all of BPT's exteriors, plus BPT's massive beautiful basement, BPT's secret Argonian Burrow passage, and BPT's extra door to the Pelagius Wing.

      -----

      So at this point, I have a BPT-PCE patch, and a BPT-LOTD patch, and both are fairly clean and standalone. To make a BPT-PCE-LOTD patch from them, it was as simple as one more esl-ified esp that resolves 3-ish door conflicts between the BPT-PCE patch and BPT-LOTD patch, carrying through value changes from both. All of these combinations have been navmesh tested with a follower and I'm not seeing any issues.

      -----

      Next Steps:
      - Skyway Patch (should be just your Tamriel Worldspace skyway-related changes refactored into its own patch, will depend on BPT-LOTD patch instead of duplicating its contents)
      - Enhanced Solitude patch (your courtyard area clipping/navmesh work and the flag adjustments in tamriel LODs IIRC, can probably be its own standalone patch)
      - Enhanced Solitude Docks patch...? (maaaybe? I don't know what conflict exist since the docks are all the way below at ground level, but since your patches include this there must be something. I guess I'll find out).
    7. Takokun01
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      Hi Itristain, will you be posting your patches here when they're completed? I had thought to do the opposite of what you're doing; cutting the Blue Palace out of PCE in favor of BPT, but it's hooked into so many different things that I decided to bail on it, so I'm glad to see your progress.. Have you considered doing a patch for Dev Aveza as well? Enhanced Solitude has it patched with PCE and BPT (as I imagine you're aware), but not with LOTD. Best of luck with your project! Also, many thanks to cheesetoast!
    8. ltristain
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      I will definitely post my patches in some way or form after I'm done.

      I'm halfway through the Skyway patch as of now (and about to go to sleep). Again I took what cheesetoast8 did as a base and fixed up some navmesh issues, and now Belrand follows me without issues anywhere I go. Poor guy thinks he's on some epic adventure and he's really just helping me test navmesh.

      Enhanced Solitude has some patches but they're honestly not good. Enhanced Solitude's "patch" for BPT is actually a replacement esp that uses an older version of the BPT (that was available for a long time in some random google drive IIRC before the author finally decided to post on Nexus). That version of the Terrace was nowhere near as beautiful as today's version and I don't remember if it actually had the interior. Its Dev Aveza patch is also incomplete. If installed as-is without LOTD it leaves around the scaffolding in the original mod which clips badly with Solitude Skyway, not to mention up above at the Terrace you get what seems to be sky pirates invading Elisif's backyard the moment you approach.

      That said I don't know if a Dev Aveza patch is ultimately necessary. It depends on what LOTD does with the Dev Aveza content, which I have no idea about and need to learn and find out. It's possible LOTD parks the Dev Aveza somewhere else that's more in line with its Dev Aveza quest lore. In fact when I load up LOTD in the CK I see two enormous airships parked outside the dragonborn gallery (in the Tamriel Worldspace) that doesn't actually conflict with anything. I of course don't see the big airships in-game, but I imagine they would likely only show up after the right quest triggers.

      Maybe there's desire for a patch for regular Dev Aveza (without LOTD) to be compatible with BPT. I can imagine maybe one idea is just remove the hostile NPCs and remove the scaffolding, and turn it into just a static airship which would probably then make sense to be forever parked next to the terrace. It's definitely lower in my priority list though.
    9. cheesetoast8
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      sounds like you're doing really great work! the Enhanced Solitude Docks patch resolves some pretty major landscape and navmesh issues around the eastern foot of the Arch, it's only necessary if also using Solitude Skyway. I had to completely redesign the steps leading down from the large patio. Without the patch, both those steps and the buildings just northeast of the Arch will be floating slightly above the ground, and there will be gaps in the cell borders leaving big holes in the ground. also the navmesh will just be horrendously broken to the point that it could feasibly cause CTDs. go ahead and send me the files, i'd like to see how it looks!
    10. ltristain
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      Hi again,

      Turned out what I originally understood about the Imperial Mail problem was mostly incorrect, and your guess was exactly right. BPT's own patch for Imperial Mail (which apparently I forgot to turn on) does indeed turn that unused door into the Imperial Mail entrance. It disables the wall and the original Imperial Door, but leaves around the sign. What I was seeing in my game was Enhanced Solitude's patch for Imperial Mail instead, which leaves around the original Imperial Mail entrance and instead overhauls the courtyard navmesh and disables/repositions its own objects behind the wall. Overall, BPT's patch seems far less intrusive and opens up more of the courtyard, so I think as long as BPT-ES conflicts are resolved (which seems to not require navmesh edits) I believe that's the superior patch for Imperial Mail.

      Anyway, just wanted to post what I learned. Maybe it's useful for someone else browsing around about the problem.
    11. ltristain
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      I just posted my set of patches here: https://www.nexusmods.com/skyrimspecialedition/mods/37276

      My fingers are crossed that there's no huge breaking issues that's only visible on someone else's computer, lol.

      Again thanks for your help cheesetoast8!
    12. Takokun01
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      Thank you! Going to check it out..
  4. cheesetoast8
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    I encourage those interested to check out Itristain's patches! he used my work as a foundation and made some changes for improvement in aesthetic consistency and and compatibility!

    https://www.nexusmods.com/skyrimspecialedition/mods/37276
  5. TodQ
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    It's so great, looking for this patch for days, and one question, if it's possible to make the gallery texture outside looked like the palace in the future?? thanks again!!!!
    1. cheesetoast8
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      not sure what you mean, the gallery is the terrace mesh with the big arch windows that became my "hallway". if you mean the Museum then yeah that's also something i'd like. i've been thinking of giving the whole museum a minor exterior makeover, it would be almost exactly the same just with better models. but i think it's a bit more than i'm capable of doing yet, i don't really know anything about making or editing meshes. learned that the hard way when i started on this patch bc at first i tried to edit the entire solitude stone arch from Lotd to make space for BPT and i found very quickly that i had no idea what i was doing lol.
    2. TodQ
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      thanks for the reply!!! sorry, my English sucks. yeah I mean it would look fancier if the museum looks similar to the palace XD. this mod is definitely awesome, thanks for your work!
  6. Tazan17
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    Everything working just fine.. Thanks for the patch..
    1. cheesetoast8
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      you're welcome! :)
  7. SuzanoSho
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    Using "BPT-LOTD-Enhanced Solitude and Solitude Skyway" with all of the mods mentioned in the filename, along with their relevant patches.

    When I travel to the Dragonborn Gallery, the entrance leading to the front door of the museum has a bird statue, some small piece of landscape, rocks, and plants floating a few inches above the landing after the first set of stairs. additionally, there's a doorway arch with no door and the side of a building clipping through the second set of stairs...pictures at the link below:

    https://photos.app.goo.gl/kVTyFJye8nbqTvb9A
    1. cheesetoast8
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      poop. i somehow screwed that one up. i'll fix it first, along with some other updates.
      edit: yeah for this one i literaly just made a complete copy of the Solitude worldspace from the AIO bc it should be exactly the same so it looks like the file just didn't save correctly. sory bout dat
    2. cheesetoast8
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      fixed it, should work flawlessly now. also will shortly be uploading another update to the Enhanced Solitude versions that fixes the flags on top of the palace as seen from the Tamriel worldspace.
  8. steelfiredragon
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    anyone know how well this will work with Holds city overhaul?
    1. cheesetoast8
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      if it makes any changes around the Blue Palace then probably not very well.
  9. Janquel
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    Oof, best of luck! I've actually got every one of the ones you've got listed as a requirement, but probably still won't be able to get it working quite right due to having PCE in the mix, too. Definitely worth keeping an eye on, to see if I can resolve any remaining conflicts for personal use, though.
    1. cheesetoast8
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      yeah PCE is a major incompatability with BPT, but i was told that one of the authors is actually working on a patch